using UnityEngine; using System.Collections; public static class Noise { public enum NormalizeMode {Local, Global}; public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset, NormalizeMode normalizeMode) { float[,] noiseMap = new float[mapWidth,mapHeight]; System.Random prng = new System.Random (seed); Vector2[] octaveOffsets = new Vector2[octaves]; float maxPossibleHeight = 0; float amplitude = 1; float frequency = 1; for (int i = 0; i < octaves; i++) { float offsetX = prng.Next (-100000, 100000) + offset.x; float offsetY = prng.Next (-100000, 100000) - offset.y; octaveOffsets [i] = new Vector2 (offsetX, offsetY); maxPossibleHeight += amplitude; amplitude *= persistance; } if (scale <= 0) { scale = 0.0001f; } float maxLocalNoiseHeight = float.MinValue; float minLocalNoiseHeight = float.MaxValue; float halfWidth = mapWidth / 2f; float halfHeight = mapHeight / 2f; for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { amplitude = 1; frequency = 1; float noiseHeight = 0; for (int i = 0; i < octaves; i++) { float sampleX = (x-halfWidth + octaveOffsets[i].x) / scale * frequency; float sampleY = (y-halfHeight + octaveOffsets[i].y) / scale * frequency; float perlinValue = Mathf.PerlinNoise (sampleX, sampleY) * 2 - 1; noiseHeight += perlinValue * amplitude; amplitude *= persistance; frequency *= lacunarity; } if (noiseHeight > maxLocalNoiseHeight) { maxLocalNoiseHeight = noiseHeight; } else if (noiseHeight < minLocalNoiseHeight) { minLocalNoiseHeight = noiseHeight; } noiseMap [x, y] = noiseHeight; } } for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if (normalizeMode == NormalizeMode.Local) { noiseMap [x, y] = Mathf.InverseLerp (minLocalNoiseHeight, maxLocalNoiseHeight, noiseMap [x, y]); } else { float normalizedHeight = (noiseMap [x, y] + 1) / (maxPossibleHeight/0.9f); noiseMap [x, y] = Mathf.Clamp(normalizedHeight,0, int.MaxValue); } } } return noiseMap; } }